X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fgraphics%2Fshader.cpp;h=85f0184684eb791ba0f24c79a63c661a39378f1f;hb=afc50302943e4000a8621c23960d63b208c8a400;hp=0c161f17d7b1308aca1c3ab15c5380b420c1711c;hpb=75172fd735e34082c34b47ae7c194445b53038d9;p=blank.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 0c161f1..85f0184 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -180,6 +180,7 @@ DirectionalLighting::DirectionalLighting() , mvp_handle(0) , light_direction_handle(0) , light_color_handle(0) +, ambient_color_handle(0) , fog_density_handle(0) { program.LoadShader( GL_VERTEX_SHADER, @@ -217,6 +218,7 @@ DirectionalLighting::DirectionalLighting() "uniform sampler2DArray tex_sampler;\n" "uniform vec3 light_direction;\n" "uniform vec3 light_color;\n" + "uniform vec3 ambient_color;\n" "uniform float fog_density;\n" "out vec3 color;\n" "vec3 rgb2hsl(vec3 c) {\n" @@ -239,7 +241,7 @@ DirectionalLighting::DirectionalLighting() "hsl_color.y *= frag_hsl_mod.y;\n" "hsl_color.z *= frag_hsl_mod.z;\n" "vec3 base_color = hsl2rgb(hsl_color) * frag_rgb_mod;\n" - "vec3 ambient = vec3(0.1, 0.1, 0.1) * base_color;\n" + "vec3 ambient = ambient_color * base_color;\n" // this should be the same as the clear color, otherwise looks really weird "vec3 fog_color = vec3(0, 0, 0);\n" "float e = 2.718281828;\n" @@ -263,11 +265,13 @@ DirectionalLighting::DirectionalLighting() sampler_handle = program.UniformLocation("tex_sampler"); light_direction_handle = program.UniformLocation("light_direction"); light_color_handle = program.UniformLocation("light_color"); + ambient_color_handle = program.UniformLocation("ambient_color"); fog_density_handle = program.UniformLocation("fog_density"); Activate(); program.Uniform(light_direction_handle, glm::vec3(1.0f, 3.0f, 2.0f)); program.Uniform(light_color_handle, glm::vec3(1.0f)); + program.Uniform(ambient_color_handle, glm::vec3(0.1f)); program.Uniform(fog_density_handle, 0.0f); } @@ -290,6 +294,10 @@ void DirectionalLighting::SetLightColor(const glm::vec3 &col) noexcept { program.Uniform(light_color_handle, col); } +void DirectionalLighting::SetAmbientColor(const glm::vec3 &col) noexcept { + program.Uniform(ambient_color_handle, col); +} + void DirectionalLighting::SetTexture(ArrayTexture &tex) noexcept { glActiveTexture(GL_TEXTURE0); tex.Bind();